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Old 03-22-10, 04:30 PM   #16
Frederf
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The UZO should have a single vertical centerline and nothing else. OBS or UZO shouldn't have stadimeter. I think UZO is 7x or 8x binocular.
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Old 03-22-10, 08:14 PM   #17
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Uzo is 7x, yes. Noted on the reticule, knew about it, but hadn't thought of implementing yet.


Thanks for the example Mav, gives me something to work with. Had been sketching out a few triangles, but my pythagoras ain't what it used to be.
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Old 03-22-10, 09:17 PM   #18
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Took a quick look. It looks much better with the degree lines and the coloured filters. Its getting closer all the time to the real thing.
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Old 03-23-10, 01:36 AM   #19
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Step by step.

Got my mathskills back up to scratch, think I'll do some calibrating.

Here's some samples of remade masks, sans markings, to give an impression of the shading and brightness. Let me know what you think.



Obs scope, att scope and uzo respectively.
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Old 03-23-10, 02:18 AM   #20
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Mav, CL Emden is listed at 185M. CL Dido is listed as 156M though, gonna try it with that.
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Old 03-23-10, 03:39 AM   #21
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Arc, good start. I suggest playtesting during minimal lighting conditions. Marginal lighting (dusk, overcast) should make attack peri. impossible to use, observation peri. difficult. Night should make observation peri. not usable (unless it's full moon or something).
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Old 03-23-10, 05:00 AM   #22
Mav87th
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HMMM - Emden is in the Official guide listed at 156 meters length, same on its wiki page... http://en.wikipedia.org/wiki/German_cruiser_Emden

Where did you find the other length ?

Ok i found this post in the old SH-4 mod forum threads.....


Quote:
I haven't had time to try this, but here's how I would have done it (and how I have done it for Armed Assault). If you open the scope texture, you can count the pixels between each tick. The one I just measured has 68 pixels between each group of four ticks. If each tick is 15 MoA, then the scope is obviously scaled for 68/(4*0.25) = 68 pixels per degree in high magnification. High magnification is 6x, so the base magnification is then 68/6 = 11.33 pixels per degree at unity. The texture width is 1024 pixels, so the base field of view should be 1024/11.33 = 90.35 degrees. This number goes in AngularAngle.
so in theory (mind I never did this my self)

Texture size / pixels pr degree / zoom = angularangle parameter number

I tried to use the math on your graphic ObsPeriscope_Mask_1024.dds

measured pixels from 15° left of center mark to 15° right of center mark was 454 pixels (for 30°)

thats 15,1 pixel pr. degree. So 1024/15.1 = 67,815

dividing that with x1,5 for the zoom gives 45,21 witch should then be the AngularAngle value used for the Observations scope camera setting.

for the attack scope graphic I also got 15,1 pixel per degree, ending up with the same angular angle value of 45,21.

I tried it and it did NOT work as it should - the graphics must be changed in size somewhere.

Repeated checks in game showed me that your camara.dat file should have an AngularAngle value of 95,0 (attack and observations perí) to work as you want. But the viable whole in your periscope is too big (or the ticks are too close together - there should be 38 tics over the diameter of the hole if each tick is 1° in x1,5 zoom. )

image otw soon.

If i were you I would enlarge the "hole" and remake the tics.
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Old 03-23-10, 06:22 AM   #23
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I am doing just that, but being a bleeping perfectionist, drawing the bleeping graticules is a bleeping pain in the bleep. Taking a little bleeping time...



Should work once done though, just a little fine tuning on the angular thingy to get it perfect.

* and shiplength I got from the .cfg files in the "Sea" folder. It better be accurate.
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Old 03-23-10, 06:48 AM   #24
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I uploaded some screens of what it looks like in game:










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Old 03-23-10, 07:20 AM   #25
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Quote:
Originally Posted by Arclight View Post
I am doing just that, but being a bleeping perfectionist, drawing the bleeping graticules is a bleeping pain in the bleep. Taking a little bleeping time...



Should work once done though, just a little fine tuning on the angular thingy to get it perfect.

* and shiplength I got from the .cfg files in the "Sea" folder. It better be accurate.
Heh - ill just bleeping have to wait a little then

im not sure the shiplength from the .cfg file is of any use other then displaying it self in the recognitions manual......

The real ship was 156 meters long, and the model of it looks ok. The Dido should also be 156 meters long thats correct both in the old SH-3 manual as well as on Wikipedia.
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Old 03-23-10, 07:28 AM   #26
Arclight
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So the Dido is right? That's a bleeping relief.

Sneak peak
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Old 03-23-10, 09:55 AM   #27
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Quote:
Originally Posted by Arclight View Post
Step by step.

Got my mathskills back up to scratch, think I'll do some calibrating.

Here's some samples of remade masks, sans markings, to give an impression of the shading and brightness. Let me know what you think.



Obs scope, att scope and uzo respectively.
I think these look bloody marvelous. Exactly correct
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Old 03-23-10, 11:42 AM   #28
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Arclight it looks like your going for the gold medal

Just now i received an email from Carl Zeiss AG with a positive respond on a request for help finding info on the graticles in the periscopes.

I'm looking forward to see what that will bring.
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Old 03-23-10, 01:46 PM   #29
Arclight
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Default Version 1.2

Wrote a lot of stuff, but SubSim threw me a curveball.

So;

Changes attributes for both scopes and UZO to be as authentic as possible.

Made another version that includes OPCF.

Technically a beta since it has not been extensively tested, but I'm confident it is a proper release.

Range can be measured with scopes: mast height x 1000 / Mils = range.

Mils can be read from the horizontal bars, the "10" mark in attack scope is 100Mil. Took some liberty to make those marks more easily spotted, since the numbers from the stock game still show up in the wrong place.

Credit: To Hitman for the excellent illustrations. Everyone that contributed in this and the "graticule thread". To Elanaiba for his "freecam zoom" mod, which's changes have been incorporated into the .cam file (no more separate versions, too much clutter).

Extract into JSGME "MODS" folder and enable 1 of 2 versions; OPCF adds a coloured overlay to the observation periscope.


Download link updated, and HERE .



Edit: Darnit, always forget:
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Last edited by Arclight; 03-23-10 at 02:01 PM.
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Old 03-23-10, 01:49 PM   #30
Arclight
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Quote:
Originally Posted by Mav87th View Post
Arclight it looks like your going for the gold medal

Just now i received an email from Carl Zeiss AG with a positive respond on a request for help finding info on the graticles in the periscopes.

I'm looking forward to see what that will bring.
Cool, wonder what murky secrets will be revealed.
Quote:
Originally Posted by Ringy View Post
Thanks makes a noticable difference excellent.

Snall request : any chance you could add more zoom to the binoculars as well ?

Thanks in advance,

Ringy.
Sorry, missed that question.

Not gonna happen if they didn't have higher magnification historically. Striving for the real thing here.
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Last edited by Arclight; 03-23-10 at 01:59 PM.
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